Methods, systems, and media for enhancing multiplayer game sessions with asymmetric information

ABSTRACT

Mechanisms for enhancing multiplayer games are provided. In some implementations, the method comprises: detecting presence of a display device on a communications network; causing joining instructions to connect to a multiplayer game session to be displayed on the display device, wherein the joining instructions include server information for handling communications relating to the multiplayer game session over the communications network; receiving, from user devices over other communications networks, a request to join the multiplayer game session in response to displaying the joining instructions on the display device, wherein each of the user devices has a user display device; connecting each of the user devices over one of the other communications network to the display device presenting the multiplayer game session; initiating the multiplayer game session; determining, for the multiplayer game session, a first portion of game information to be presented on the display device and a second portion of game information to be presented on the user display device; and causing the first portion of game information to be displayed on the display device and the second portion of game information to be displayed on the user displayed device based on the determination.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional PatentApplication No. 61/973,039, filed Mar. 31, 2014, which is herebyincorporated by reference herein in its entirety.

TECHNICAL FIELD

Methods, systems, and media for enhancing multiplayer game sessions withasymmetric information are provided.

BACKGROUND

Video games are becoming increasingly popular. In general, a gameconsole provides game information to each participant, where theparticipant performs game functions based on the provided gameinformation. In some of these video games, asymmetric information isoften involved. For example, in a card game, a participant views his orher own cards, but not the cards associated with other players. In suchvideo games being played on a game console or gaming device, the gamingdevice is required to passed from player to player to perform and/orrespond to player-specific actions.

Accordingly, it is desirable to provide methods, systems, and media forenhancing multiplayer game sessions with asymmetric information.

SUMMARY

In accordance with some implementations of the disclosed subject matter,mechanisms for enhancing multiplayer game sessions with asymmetricinformation are provided.

In accordance with some implementations of the disclosed subject matter,a method for enhancing multiplayer games is provided, the methodcomprising: detecting presence of a display device on a communicationsnetwork; causing joining instructions to connect to a multiplayer gamesession to be displayed on the display device, wherein the joininginstructions include server information for handling communicationsrelating to the multiplayer game session over the communicationsnetwork; receiving, from a plurality of user devices over a plurality ofother communications networks, a request to join the multiplayer gamesession in response to displaying the joining instructions on thedisplay device, wherein each of the plurality of user devices has a userdisplay device; connecting each of the plurality of user devices overone of the plurality of other communications network to the displaydevice presenting the multiplayer game session; initiating themultiplayer game session; determining, for the multiplayer game session,a first portion of game information to be presented on the displaydevice and a second portion of game information to be presented on theuser display device; and causing the first portion of game informationto be displayed on the display device and the second portion of gameinformation to be displayed on the user displayed device based on thedetermination.

In accordance with some implementations of the disclosed subject matter,a system for enhancing multiplayer games is provided, the systemcomprising: a hardware processor that is configured to detect presenceof a display device on a communications network; cause joininginstructions to connect to a multiplayer game session to be displayed onthe display device, wherein the joining instructions include serverinformation for handling communications relating to the multiplayer gamesession over the communications network; receive, from a plurality ofuser devices over a plurality of other communications networks, arequest to join the multiplayer game session in response to displayingthe joining instructions on the display device, wherein each of theplurality of user devices has a user display device; connect each of theplurality of user devices over one of the plurality of othercommunications network to the display device presenting the multiplayergame session; initiate the multiplayer game session; determine, for themultiplayer game session, a first portion of game information to bepresented on the display device and a second portion of game informationto be presented on the user display device; and cause the first portionof game information to be displayed on the display device and the secondportion of game information to be displayed on the user displayed devicebased on the determination.

In accordance with some implementations of the disclosed subject matter,a non-transitory computer-readable medium containing computer-executableinstructions that, when executed by a processor, cause the processor toperform a method for enhancing multiplayer games is provided. The methodcomprising: detecting presence of a display device on a communicationsnetwork; causing joining instructions to connect to a multiplayer gamesession to be displayed on the display device, wherein the joininginstructions include server information for handling communicationsrelating to the multiplayer game session over the communicationsnetwork; receiving, from a plurality of user devices over a plurality ofother communications networks, a request to join the multiplayer gamesession in response to displaying the joining instructions on thedisplay device, wherein each of the plurality of user devices has a userdisplay device; connecting each of the plurality of user devices overone of the plurality of other communications network to the displaydevice presenting the multiplayer game session; initiating themultiplayer game session; determining, for the multiplayer game session,a first portion of game information to be presented on the displaydevice and a second portion of game information to be presented on theuser display device; and causing the first portion of game informationto be displayed on the display device and the second portion of gameinformation to be displayed on the user displayed device based on thedetermination.

In accordance with some implementations of the disclosed subject matter,a system for enhancing multiplayer games is provided, the systemcomprising: means for detecting presence of a display device on acommunications network; means for causing joining instructions toconnect to a multiplayer game session to be displayed on the displaydevice, wherein the joining instructions include server information forhandling communications relating to the multiplayer game session overthe communications network; means for receiving, from a plurality ofuser devices over a plurality of other communications networks, arequest to join the multiplayer game session in response to displayingthe joining instructions on the display device, wherein each of theplurality of user devices has a user display device; means forconnecting each of the plurality of user devices over one of theplurality of other communications network to the display devicepresenting the multiplayer game session; means for initiating themultiplayer game session; means for determining, for the multiplayergame session, a first portion of game information to be presented on thedisplay device and a second portion of game information to be presentedon the user display device; and means for causing the first portion ofgame information to be displayed on the display device and the secondportion of game information to be displayed on the user displayed devicebased on the determination.

In some implementations, the joining instructions includemachine-readable code that, without user interaction from a user of oneof the plurality of user devices, causes a web browsing applicationexecuting on a user device to access a uniform resource locatorassociated with the multi-player game session and join the multi-playergame session having one or more game parameters.

In some implementations, the joining instructions initiate a gamingapplication associated with the multi-player game session to betransmitted to a user device.

In some implementations, the joining instructions cause one or more gameparameters associated with the multi-player game session to betransmitted to a user device.

In some implementations, the system further comprises means forconnecting to a gaming device that executes the multiplayer gamesession, wherein a uniform resource locator is generated for handlingthe communications relating to the multiplayer game session, wherein theplurality of user devices are not connected to the gaming device andwherein the plurality of user devices are not connected to each other.

BRIEF DESCRIPTION OF THE DRAWINGS

Various objects, features, and advantages of the disclosed subjectmatter can be more fully appreciated with reference to the followingdetailed description of the disclosed subject matter when considered inconnection with the following drawings, in which like reference numeralsidentify the like elements.

FIG. 1 is a block diagram of a system for providing asymmetricinformation in a multiplayer game session in accordance with thedisclosed subject matter.

FIG. 2 is a block diagram of an illustrative user device and server asprovided, for example, in FIG. 1 in accordance with some implementationsof the disclosed subject matter.

FIG. 3 is a flow chart of an illustrative process for providingasymmetric information in a multiplayer game session in accordance withthe disclosed subject matter.

DETAILED DESCRIPTION

In accordance with some implementations of the disclosed subject matter,mechanisms for enhancing multiplayer game sessions with asymmetricinformation are provided.

Generally speaking, multiplayer games, such as massively multiplayeronline games (MMOG) and multiplayer video games, involve distributingasymmetric information to multiple players. For example, in amultiplayer game session, some information is available to all of theplayers, while other information is only available to one or moreparticular players. In a card game, such as bridge or poker, a playercan see his own hand, but the player cannot see the other players'hands. After the player plays a particular card, all of the players cansee that card. To facilitate a multiplayer game, a gaming applicationcan provide asymmetric information to multiple players. For example, thegaming application can cause information that is available to allplayers to be displayed on a connected display device that can be seenby all of the players. In a more particular example, the display devicepresenting information that is available to all of the players can be apublic display device. As another example, the gaming application cancause information that is available only to one or more particularplayers to be displayed on one or more displays that can only be seen bythe particular players. In a more particular example, the display devicepresenting information that is available only to one or more particularplayers can be a display connected to a user device.

In some implementations, the gaming application can cause a userinterface to be presented on the display device (e.g., a television, apersonal computer, a laptop, a public display device, etc.) that can beseen by all of the players, which can include game participants,spectators, potential participants, etc. Such a user interface caninclude any suitable information that can enable a group of players toinitiate and/or join a multiplayer game session. For example, the userinterface can include one or more machine-readable labels (e.g.,two-dimensional barcodes, etc.) that contain information about the gamesession. In a more particular example, the user interface can include aQuick Response (QR) code. In some implementations, the QR code caninclude a uniform resource locator (URL) associated with a server thatmanages the game session, a set of parameters that are required to jointhe game session, etc.

In some implementations, a player can join the game session using asuitable user device, such as a mobile phone, a laptop, a tabletcomputing device, a wearable computing device, etc. For example, theplayer can join the game session by establishing a connection between auser device and a server (or other suitable computing device) by usingthe information displayed on the display device. In a more particularexample, the player can join the game session by capturing an image of aQR code displayed on display device using a camera connected to the userdevice. In response to using the user device to capture the QR code, theuser device can launch a browser application and access a URL embeddedin the QR code that is associated with the game session. In thisexample, multiple players can join the game session by scanning the QRcode using their respective user devices. It should be noted that theuser devices are not required to be connected to each other via a directconnection. For example, each user device can access the URL through anetwork suitable to the particular user device, such as the Internet, a3G network, a 4G network, etc.

It should be noted that the user devices, such as mobile devices, thatare participating in the game session are not required to connect witheach other via a direct connection and the user devices are also notrequired to connect with a gaming console or any other suitable gamingdevice.

It should also be noted that, in some implementations, the web browsingapplication executing on a user device, such as a mobile device, can usea script (e.g., Javascript code executed by the web browsingapplication) to join a game session. For example, in response tocapturing a QR code, a user device can launch the web browsingapplication to go to a URL or any other suitable location embedded inthe QR code and, using game parameters embedded in the QR code, the userdevice can join a particular game session. In this example, thedownloading of a gaming application or any other suitable clientapplication on the user device may not be required prior toparticipating in a game session. Alternatively, particular actions canbe embedded in the QR code that are initiated upon capturing the QRcode, such as accessing multiple URLs, obtain particular informationfrom a server, and/or download a client portion of a gaming application.

In some implementations, the gaming application can initiate themultiplayer game session upon multiple players joining the game session.For example, the gaming application can cause a public display topresent a two-dimensional code for joining a game session and wait tostart the game session until a predetermined number of user devices havecaptured the two-dimensional code and accessed the corresponding URL toconnect with the appropriate server. After the game session is started,the server can distribute asymmetric information to multiple players.For example, the server can transmit game information that is availableto a particular player to a user device associated with the particularplayer. The user device can then generate one or more suitable userinterfaces based on the game information and cause the user interfacesto be displayed. As another example, the gaming application can causegame information that is available to all of the players to be displayedon the display device and/or the displays of the user devices associatedwith all participating players. In a more particular example, after acard game session has started, the server can transmit to each userdevice gaming information about a set of cards that have been dealt to aplayer associated with the user device and cause the set of cards to bedisplayed on the display of each player's user device, respectively.After a player plays a card, the server can cause the information aboutthat card to be displayed on the display device and the user deviceassociated with each player.

Turning to FIG. 1, an example 100 of a system for enhancing multiplayergame sessions with asymmetric information in accordance with someimplementations of the disclosed subject matter is shown. Asillustrated, system 100 can include a server 102, a console 104, adisplay device 106, one or more user devices 108, and communicationlinks 110, 112, and 114. In some implementations, one or more portionsof, or all of, process 200 as illustrated in FIG. 2 can be implementedby server 102, console 104, display device 106, and/or one or more userdevices 108.

Server 102 can include any suitable devices that are capable ofreceiving requests (e.g., to initiate a multiplayer game session),processing requests, sending responses, providing asymmetric informationin a multiplayer game session, and/or performing other suitablefunctions. For example, server 102 can be implemented as a hardwareprocessor, a computer, a data processing device, a tablet computingdevice, a multimedia terminal, a mobile telephone, a gaming device, aset-top box, a television, etc., or a combination of such devices.

Console 104 can be any suitable device that is capable of receivingasymmetric information in a multiplayer game, causing such informationto be displayed, and/or performing other suitable functions. Forexample, console 104 can be implemented as a game console, a hardwareprocessor, a computer, a tablet computing device, a television, etc., ora combination of such devices. In some implementations, console 104 canbe implemented as a standalone device. Alternatively, console 104 can beintegrated with display device 106.

Display device 106 can be any suitable device that is capable ofreceiving, converting, processing, and/or rendering media content, suchas a streaming media player, a media center computer, a CRT display, aLCD, a LED display, a plasma display, a touch-screen display, asimulated touch screen, a television device, a tablet user input device,a mobile phone, etc. For example, display device 106 that is connectedto server 102 can receive particular game information and joininginstructions to display to game participants, potential participants,spectators, etc.

As shown in FIG. 1, system 100 can also include one or more user devices108. User device 108 can be any suitable device that is capable ofreceiving user inputs in a game session, receiving requests and sendingresponses relating to asymmetric game information, causing gameinformation to be displayed, and/or performing other suitable functions.For example, in some implementations, user device 108 can be a mobilephone, a tablet computing device, a laptop computer, a remote control, awearable computing device, etc. In some implementations, user device 108can include a display that is capable of presenting images, videocontent, etc., such as a LCD display, a touchscreen, etc. For example,the display can present user interfaces and/or other gaming informationthat only the particular user of the particular user device can view. Insome implementations, user device 108 can run one or more web browsingapplications and/or suitable web browser plug-ins or extensions tofacilitate a web-based game.

In some implementations, as shown in FIG. 1, each user device 108 can beassociated with a user 110. In a multiplayer game session, multipleusers 110 can participate in the game session using multiple userdevices 108. In some implementations, suitable media content relating tothe multiplayer game session can be presented on display device 106 thatcan be seen by multiple players, which can include game participants,spectators, potential participants, etc.

In some implementations, each user device 108 can execute a gamingapplication that, in response to detecting a presence of a particulartype of media device on a communications network (e.g., communicationsnetwork 220 of FIG. 2), transmits an indication to the media device tojoin a multiplayer game session. In a more particular example, inresponse to detecting that a particular type of media device is near adisplay device, such as display device 106, server 102 can transmitinstructions to join a multiplayer game session, where some of the gameinformation corresponding to the multiplayer game session is displayedon display device 106 and some of the game information corresponding tothe multiplayer game session is display on a display device associatedwith the media device.

In some implementations, each of console 104 and user device(s) 108 canbe connected to server 102 through communication links 112 and 114,respectively. In some implementations, console 104 can be connected todisplay device 106 through communication link 116. Communication links112, 114, and 116 can be any suitable communication links, such asnetwork links, dial-up links, wireless links, hard-wired links, anyother suitable communication links, or a combination of such links.

Referring back to FIG. 1, the server and one of the user devicesdepicted in FIG. 1 are illustrated in more detail in FIG. 2. Referringto FIG. 2, user device 108 may include processor 202, display 204, inputdevice 206, and optical sensor 208, which may be interconnected. In someimplementations, user device 108 can also include a storage device forstoring a computer program for controlling processor 202, gameinformation, and other suitable information.

Processor 202 can use the computer program to present on display 204 thegaming application and the data received through communications link 240and commands and values transmitted by a user of user device 202. Itshould also be noted that data received through communications link 240or any other communications links may be received from any suitablesource. Input device 206 may be a computer keyboard, a mouse, a keypad,a cursor-controller, a gesture system, a remote control, or any othersuitable input device as would be used by a designer of input systems orprocess control systems. Alternatively, input device 206 may be a fingeror stylus used on a touch screen display 204. For receiving the voicecommands, input device 206 may be a microphone.

Optical sensor 208 can include any suitable device that is capable ofreading and/or scanning a machine-readable code, such as a camera, ascanner, a barcode reader, etc. For example, as described above, opticalsensor 208 can be used to capture a machine-readable code that allowsthe user of the user device to join a game session—e.g., by accessing anassociated URL encoded in the machine-readable code.

Server 102 may include processor 220, display 222, input device 224, andmemory 226, which may be interconnected. In a preferred implementation,memory 226 contains a storage device for storing data received throughcommunications link 250 or through other links, and also receivescommands and values transmitted by one or more users. The storage devicefurther contains a server program for controlling processor 220.

In some implementations, the application may include an applicationprogram interface (not shown), or alternatively, the application may beresident in the memory of user device 108 or server 102. In anothersuitable implementation, the only distribution to user device 108 may bea graphical user interface (“GUI”) which allows a user to interact withthe application resident at, for example, server 102.

In some implementations, any suitable computer readable media can beused for storing instructions for performing the processes describedherein. For example, in some implementations, computer readable mediacan be transitory or non-transitory. For example, non-transitorycomputer readable media can include media such as magnetic media (suchas hard disks, floppy disks, etc.), optical media (such as compactdiscs, digital video discs, Blu-ray discs, etc.), semiconductor media(such as flash memory, electrically programmable read only memory(EPROM), electrically erasable programmable read only memory (EEPROM),etc.), any suitable media that is not fleeting or devoid of anysemblance of permanence during transmission, and/or any suitabletangible media. As another example, transitory computer readable mediacan include signals on networks, in wires, conductors, optical fibers,circuits, any suitable media that is fleeting and devoid of anysemblance of permanence during transmission, and/or any suitableintangible media.

In some implementations, the mechanisms may include client-sidesoftware, hardware, or both. For example, the application may encompassone or more Web-pages or Web-page portions (e.g., via any suitableencoding, such as HyperText Markup Language (“HTML”), Dynamic HyperTextMarkup Language (“DHTML”), Extensible Markup Language (“XML”),JavaServer Pages (“JSP”), Active Server Pages (“ASP”), Cold Fusion, orany other suitable approaches).

Turning to FIG. 3, an example 300 of a process for enhancing multiplayergame sessions with asymmetric information in accordance with someimplementations of the disclosed subject matter is shown. In someimplementations, process 300 can be implemented by a server, such asserver 102 shown in FIGS. 1 and 2.

As illustrated, process 300 can begin by connecting to a console at 302.The server can be connected to the console in any suitable manner. Forexample, such connection can be established in response to one or morerequests (e.g., HTTP requests, discovery protocol requests, etc.)transmitted from the console. In a more particular example, the consolecan launch a suitable web browsing application and open a uniformresource locator (URL) directed at the address of the server. Theconsole and the server can then be connected through the Internet orother suitable networks.

In some implementations, upon connecting to the console, the server cantransmit information about a multiplayer game session to the console at304. Examples of such information can include the web address of theserver, the URL associated with the server, a set of parameters that areneeded to join the game session, video content, audio content, and othersuitable content that can be used to generated one or more userinterfaces to facilitate the multiplayer game session, etc. In someimplementations, such information can be presented on a display deviceto prompt or promote users to join the multiplayer game session usingone or more suitable user interfaces. In a more particular example, auser interface presented on the display device can include one or moremachine-readable labels (e.g., two-dimensional barcodes, Quick Response(QR) codes, etc.) that can encode the URL associated with the server,the set of parameters that are needed to join a particular game session,and other suitable information that can be used to join the multiplayergame session.

At 306, the server can connect to multiple user devices. For example,each of the multiple user devices can be connected to the server throughan independent communication connection. In a more particular example, auser using a user device can launch a browsing application and open theURL associated with the address of the server. The user device and theserver can then be connected through a network suitable to the userdevice, such as the Internet, a 3G network, a 4G network, etc. Inanother more particular example, the user using an imaging component ofthe user device (e.g., a camera) can capture a two-dimensional codeassociated with a particular game session (e.g., the QR code displayedon the display device). In response to capturing the two-dimensionalcode that has a URL and/or game parameters embedded within the code, theuser device can launch a browsing application that opens the URLassociated with the server and initiate or join the game session usingthe embedded game parameters, thereby connecting the user device to theserver. It should be noted that a user device may not be required toconnect to other user devices via a direct communication connection. Itshould also be noted that a user device may be not required to connectto the console via direct communication connection.

As another example, the server can be connected to multiple user devicesthrough a common communication network. Examples of the commoncommunication network can include the Internet, an intranet, a wide-areanetwork (“WAN”), a local-area network (“LAN”), a wireless network, adigital subscriber line (“DSL”) network, a frame relay network, anasynchronous transfer mode (“ATM”) network, a virtual private network(“VPN”), or any combination of any of such networks. In a moreparticular example, each user can sign into the common communicationnetwork using a user device. The user device can then be connected tothe server through the common communication network.

As yet another example, the server can detect the presence of userdevices, such as particular types of media devices, that are connectedto a network to which one or more display devices, such as publicdisplay devices, are connected. In this example, the server and/or thedisplay device connected to the server can transmit a message on thecurrent network directed to user devices and/or any suitable mediadevice that processes and/or presents game information, such as userinterfaces, corresponding to a multiplayer game session. Such a messagecan include server information for connecting to the multiplayer gamesession and/or any other suitable information.

Additionally or alternatively, a user device can detect the presence ofone or more display devices, such as public display device, for joininga multiplayer game session and presenting game information. For example,when the media device is a mobile device, media device discovery of anearby display device can be initiated on the network to which themobile device is connected. It should be noted that media devicediscovery can be initiated by the mobile device at any suitable time andfor any suitable reason or reasons. For example, the gaming applicationrunning on the mobile device can initiate media device discovery todetermine whether the mobile device is on the same network as a displaydevice. In another example, the gaming application running on the mobiledevice can initiate media device discovery in response to initiating thegaming application.

In some implementations, in response to connecting with multiple userdevices, the server can initiate a multiplayer game session and transmitasymmetric game information to the user devices and the console at 208.More particularly, the server can determine which information and whichuser interfaces including at least a portion of the information totransmit to the user devices and/or the console. For example, the servercan transmit to each user device video data (e.g., still images, movingimages, etc.), audio data, text, and/or other suitable game data thatcan be used to facilitate the multiplayer game session. In someimplementations, each user device can generate one or more userinterfaces using the video data, audio data, and/or other game dataduring the multiplayer game session. The user device can then cause theuser interfaces to be displayed.

As another example, the server can transmit information pertinent to aparticular player to a user device associated with the particularplayer. In a more particular example, in a poker game, each player canbe dealt with an appropriate number of cards (e.g., a player's pocketcards). In such an example, the server can transmit information about aplayer's pocket cards to a user device associated with the player andcause such information to be displayed on the user device. In someimplementations, the server can transmit video content (e.g., stillimages, moving images, etc.), audio content, and other suitable contentrelating to the game session to the user device. The user device canthen render the content relating to the game session on a displayassociated with the user device. In some implementations, the server cantransmit to the user device one or more messages including the gameinformation pertinent to the particular user. The user device can thengenerate and display one or more suitable interfaces (e.g., usingJavascript) based on the received messages.

As yet another example, the server can transmit game information that isavailable to all of the players to the console. The console can thencause such game information to be displayed on the display device. In amore particular example, in a poker game, the server can distributeinformation about the identities of players who are forced to make a bet(e.g., the dealer, the big blind, the small blind, etc.), the amount ofthe bets, the community cards, and other information available to all ofthe players to the console. In some implementations, such informationcan also be transmitted to each of the user devices.

It should be noted that, in some implementations, the server can causegame information to be displayed on the display device, such as a publicdisplay device, while concurrently displaying joining instructions(e.g., for joining a multiplayer game session, for being placed in aqueue to join the next multiplayer game session, etc.) on the displaydevice. Additionally or alternatively, in response to determining thatanother nearby display device has availability for joining a multiplayergame session (e.g., a second multiplayer game session is about to beginand is accepting additional participants), the server can direct theuser device using the joining instructions to the nearby display device.

At 310, the server can receive a request to change at least one gameparameter from a user device. For example, a user using a user devicecan enter one or more user inputs to change a game parameter (e.g.,placing a bet, playing a card, exiting the game session, etc.). The userdevice can then transmit information relating to the user inputs to theserver.

At 312, the server can transmit updated asymmetric information to theuser devices and the console. For example, the updated asymmetricinformation can be generated based on the request(s) received at 310. Ina more particular example, in response to receiving one or more requeststo change a game parameter (e.g., by placing a bet), the server cantransmit information relating to such requests to the console and/or oneor more of the user devices that are connected to the server. Theconsole can then cause such information to be displayed on the displaydevice (e.g., by generating one or more suitable user interfaces basedon such information).

As another example, the server can generate updated asymmetricinformation and distribute the updated asymmetric information to theconsole and/or one or more of the user devices to advance the gamesession. In a more particular example, in the example described abovewhere a poker game is being held, the server can transmit informationrelating to one or more community cards to the console. The console canthen generate one or more suitable user interfaces based on theinformation and cause the user interfaces to be displayed on the displaydevice associated with the console. In another more particular example,the server can distribute information pertinent to a particular playerto the user device associated with the particular player (e.g.,information indicating that additional cards have been dealt to theparticular player). In some implementations, the server can transmit theasymmetric game information in the form of video content (e.g., stillimages, moving images, etc.), audio content, and/or other suitablecontent. In some implementations, the server can transmit one or moremessages including such game information to the console and/or the userdevices. The console and/or the user devices can then generate videocontent (e.g., still images, moving images, etc.), audio content, andother suitable content to render such information on a suitable display.

At 314, the server can determine whether the game session has ended. Forexample, the game session can end when a player wins the game. Asanother example, the game session can end when multiple players haveleft the game session (e.g., such that a minimum number of players arenot associated with that game session).

In some implementations, in response to determining that the gamesession has not ended at 314, process 300 can return back to step 310.For example, the server can receive one or more requests from one ormore of the user devices. In a more particular example, a user can placea second bet using a user device. The user device can then transmit oneor more requests including information about the second bet to theserver.

In some implementations, the server can also update game informationbased on the received user requests and transmit updated asymmetricinformation to the console and/or multiple user devices. For example,the server can transmit game information that is available to all of theplayers to the console in the form of video content, audio content,messages, etc. The console can then cause such information to bedisplayed on the display device. In a more particular example, theserver can transmit information about a second round of bets placed bymultiple users to the console. In another more particular example, theserver can transmit information about one or more community cards thathave been dealt.

In some implementations, in response to determining that the gamesession is ended, process 300 can end at 316.

It should be understood that the above steps of the flow diagrams ofFIG. 3 can be executed or performed in any order or sequence not limitedto the order and sequence shown and described in the figures. Also, someof the above steps of the flow diagrams of FIG. 3 can be executed orperformed substantially simultaneously where appropriate or in parallelto reduce latency and processing times. Furthermore, it should be notedthat FIG. 3 is provided as examples only. At least some of the stepsshown in these figures may be performed in a different order thanrepresented, performed concurrently, or altogether omitted.

Accordingly, methods, systems, and media for enhancing multiplayer gamesessions with asymmetric information are provided.

Although the disclosed subject matter has been described and illustratedin the foregoing illustrative implementations, it is understood that thepresent disclosure has been made only by way of example, and thatnumerous changes in the details of implementation of the disclosedsubject matter can be made without departing from the spirit and scopeof the disclosed subject matter. Features of the disclosedimplementations can be combined and rearranged in various ways.

What is claimed is:
 1. A method for enhancing multiplayer games, themethod comprising: detecting, using a server device, presence of apublic display device on a communications network; connecting, using theserver device, to a gaming device executing a gaming application; inresponse to connecting to the gaming device, transmitting, using theserver device, parameters for conducting multiplayer game sessions ofthe gaming application on the gaming device; causing, using the serverdevice, joining instructions to connect to a multiplayer game session ofthe gaming application to be displayed on the public display device,wherein the joining instructions, upon being captured by a user device,include server information for handling communications relating to themultiplayer game session over the communications network from the userdevice to the server device that is connected to the gaming deviceexecuting the gaming application; receiving, from a plurality of userdevices over a plurality of other communications networks, a request tojoin the multiplayer game session in response to displaying the joininginstructions on the public display device, wherein each of the pluralityof user devices has a corresponding user display device; determining,using the server device, whether a predetermined number of user deviceshave captured the joining instructions and joined the multiplayer gamesession of the gaming application; in response to determining that thepredetermined number of user devices have joined the multiplayer gamesession of the gaming application, connecting, using the server device,each of the plurality of user devices over one of the plurality of othercommunications networks to the public display device presenting themultiplayer game session; causing, using the server device, game playingof the multiplayer game session to be initiated on the gaming devicewith the public display device and the plurality of user devices;receiving game information from the gaming device associated with themultiplayer game session; determining, using the server device, for themultiplayer game session, a first portion of game information to bepresented on the public display device and a second portion of gameinformation to be presented on the corresponding user display device ofeach of the plurality of user devices; and causing, using the serverdevice, the first portion of game information to be displayed on thepublic display device and the second portion of game information to bedisplayed on the corresponding user display device of each of theplurality of user devices based on the determination.
 2. The method ofclaim 1, wherein the joining instructions include machine-readable codethat, in response to receiving an image of the machine-readable codefrom an imaging device associated with the user device, causes a webbrowsing application executing on the user device to access a uniformresource locator associated with the multiplayer game session and jointhe multiplayer game session having one or more game parameters.
 3. Themethod of claim 1, wherein the joining instructions initiate the gamingapplication associated with the multiplayer game session to betransmitted to the user device.
 4. The method of claim 1, wherein thejoining instructions cause one or more game parameters associated withthe multiplayer game session to be transmitted to the user device. 5.The method of claim 1, wherein a uniform resource locator is generatedfor handling the communications relating to the multiplayer gamesession, wherein each of the plurality of user devices is connected tothe public display device without creating a connection over thecommunications network with each of: (i) the gaming device and (ii) anyremaining user devices from the plurality of user devices in themultiplayer game session.
 6. The method of claim 1, further comprisingtransmitting, using the server device, server information and gaminginformation for initiating the multiplayer game session to the gamingdevice.
 7. A system for enhancing multiplayer games, the systemcomprising: a server device including a hardware processor, wherein thehardware processor is configured to: detect presence of a public displaydevice on a communications network; connect to a gaming device executinga gaming application; in response to connecting to the gaming device,transmit parameters for conducting multiplayer game sessions of thegaming application on the gaming device; cause joining instructions toconnect to a multiplayer game session of the gaming application to bedisplayed on the public display device, wherein the joininginstructions, upon being captured by a user device, include serverinformation for handling communications relating to the multiplayer gamesession over the communications network from the user device to theserver device that is connected to the gaming device executing thegaming application; receive, from a plurality of user devices over aplurality of other communications networks, a request to join themultiplayer game session in response to displaying the joininginstructions on the public display device, wherein each of the pluralityof user devices has a corresponding user display device; determinewhether a predetermined number of user devices have captured the joininginstructions and joined the multiplayer game session of the gamingapplication; in response to determining that the predetermined number ofuser devices have joined the multiplayer game session of the gamingapplication, connect each of the plurality of user devices over one ofthe plurality of other communications networks to the public displaydevice presenting the multiplayer game session; cause game playing ofthe multiplayer game session to be initiated on the gaming device withthe public display device and the plurality of user devices; receivegame information from the gaming device associated with the multiplayergame session; determine, for the multiplayer game session, a firstportion of game information to be presented on the public display deviceand a second portion of game information to be presented on thecorresponding user display device of each of the plurality of userdevices; and cause the first portion of game information to be displayedon the public display device and the second portion of game informationto be displayed on the corresponding user display device of each of theplurality of user devices based on the determination.
 8. The system ofclaim 7, wherein the joining instructions include machine-readable codethat, in response to receiving an image of the machine-readable codefrom an imaging device associated with the user device, causes a webbrowsing application executing on the user device to access a uniformresource locator associated with the multiplayer game session and jointhe multiplayer game session having one or more game parameters.
 9. Thesystem of claim 7, wherein the joining instructions initiate the gamingapplication associated with the multiplayer game session to betransmitted to the user device.
 10. The system of claim 7, wherein thejoining instructions cause one or more game parameters associated withthe multiplayer game session to be transmitted to the user device. 11.The system of claim 7, wherein a uniform resource locator is generatedfor handling the communications relating to the multiplayer gamesession, wherein each of the plurality of user devices is connected tothe public display device without creating a connection over thecommunications network with each of: (i) the gaming device and (ii) anyremaining user devices from the plurality of user devices in themultiplayer game session.
 12. The system of claim 7, wherein thehardware processor is further configured to transmit server informationand gaming information for initiating the multiplayer game session fromthe server device to the gaming device.
 13. A non-transitorycomputer-readable medium containing computer executable instructionsthat, when executed by a hardware processor of a server device, causethe hardware processor to perform a method for enhancing multiplayergames, the method comprising: detecting, using the server device,presence of a public display device on a communications network;connecting, using the server device, to a gaming device executing agaming application; in response to connecting to the gaming device,transmitting, using the server device, parameters for conductingmultiplayer game sessions of the gaming application on the gamingdevice; causing, using the server device, joining instructions toconnect to a multiplayer game session of the gaming application to bedisplayed on the public display device, wherein the joininginstructions, upon being captured by a user device, include serverinformation for handling communications relating to the multiplayer gamesession over the communications network from the user device to theserver device that is connected to the gaming device executing thegaming application; receiving, from a plurality of user devices over aplurality of other communications networks, a request to join themultiplayer game session in response to displaying the joininginstructions on the public display device, wherein each of the pluralityof user devices has a corresponding user display device; determining,using the server device, whether a predetermined number of user deviceshave captured the joining instructions and joined the multiplayer gamesession of the gaming application; in response to determining that thepredetermined number of user devices have joined the multiplayer gamesession of the gaming application, connecting, using the server device,each of the plurality of user devices over one of the plurality of othercommunications networks to the public display device presenting themultiplayer game session; causing, using the server device, game playingof the multiplayer game session to be initiated on the gaming devicewith the public display device and the plurality of user devices;receiving game information from the gaming device associated with themultiplayer game session; determining, using the server device, for themultiplayer game session, a first portion of game information to bepresented on the public display device and a second portion of gameinformation to be presented on the corresponding user display device ofeach of the plurality of user devices; and causing, using the serverdevice, the first portion of game information to be displayed on thepublic display device and the second portion of game information to bedisplayed on the corresponding user display device of each of theplurality of user devices based on the determination.
 14. Thenon-transitory computer-readable medium of claim 13, wherein the joininginstructions include machine-readable code that, in response toreceiving an image of the machine-readable code from an imaging deviceassociated with the user device, causes a web browsing applicationexecuting on the user device to access a uniform resource locatorassociated with the multiplayer game session and join the multiplayergame session having one or more game parameters.
 15. The non-transitorycomputer-readable medium of claim 13, wherein the joining instructionsinitiate the gaming application associated with the multiplayer gamesession to be transmitted to the user device.
 16. The non-transitorycomputer-readable medium of claim 13, wherein the joining instructionscause one or more game parameters associated with the multiplayer gamesession to be transmitted to the user device.
 17. The non-transitorycomputer-readable medium of claim 13, wherein a uniform resource locatoris generated for handling the communications relating to the multiplayergame session, wherein each of the plurality of user devices is connectedto the public display device without creating a connection over thecommunications network with each of: (i) the gaming device and (ii) anyremaining user devices from the plurality of user devices in themultiplayer game session.
 18. The non-transitory computer-readablemedium of claim 13, wherein the method further comprises transmitting,using the server device, server information and gaming information forinitiating the multiplayer game session to the gaming device.